Originally Posted by
Shurrikhan
All that isn't even a role balance or job identity issue so much as a general mechanical one, though. Tanks and Healers feel compelling when they have enough to heal or to tank that they not only allow for a more efficient investment of resources (as compared to taking some a full party of amorphous omnirole jobs) but to feel like they're doing something unique or to a unique enough extent that they feel cohesively distinct. That takes mechanics, systems, events, triggers, etc., enough to allow for those things.
But here in XIV, the toolkits are the least of the problem: the fights themselves have too few, too regular, and too scripted events for which short-term tasks (efficiency breakpoints, including... survival) to interestingly intervene in or to vary the feel of all our long-term tasks (the encounter's condition for completion, in our case always just reducing enemy HP to 0).
This has a huge impact even when comparing how fights feel between two non-trinity games. The one that has more distinct and impactful tasks punctuating or altering the general rhythm of combat tends to, if all else is nearly equal, feel far more compelling.